add option to stop time

This commit is contained in:
ktyl 2022-06-21 00:41:52 +01:00
parent a79dfe064c
commit 2fd7797e7d
10 changed files with 57 additions and 38 deletions

7
launch
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@ -1,12 +1,13 @@
#!/usr/bin/env bash #!/usr/bin/env bash
executable="$1" executable="$1"
options="$2"
prime="prime-run" prime="prime-run"
if command -v $prime &> /dev/null if command -v $prime &> /dev/null
then then
echo "launching $executable with nvidia prime offloading" echo "launching $executable $options with nvidia prime offloading"
$prime $executable $prime $executable $options
else else
$executable $executable $options
fi fi

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@ -46,7 +46,11 @@ clean:
-rm -r $(BIN_DIR) -rm -r $(BIN_DIR)
-rm */*.o -rm */*.o
# TODO: extract run-* out to like, python scripts? arguments can be implemented with argparse to
# manage simple interface with C binary
run: $(TARGET) run: $(TARGET)
$(LAUNCH) $(TARGET) $(LAUNCH) $(TARGET) 1.0
run-converge: $(TARGET)
$(LAUNCH) $(TARGET) 0.0
.PHONY: run clean .PHONY: run clean

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@ -2,10 +2,8 @@
const float FOVY = 90.0; const float FOVY = 90.0;
void updateCameraUniforms(GLuint shaderProgram, float aspect) void updateCameraUniforms(GLuint shaderProgram, float aspect, float t)
{ {
float t = now();
// wobble up dir // wobble up dir
vec3 cdir, cright, cup; vec3 cdir, cright, cup;
vec3 up = {0.1*sin(t),1.0,0.05*cos(0.5*t)}; vec3 up = {0.1*sin(t),1.0,0.05*cos(0.5*t)};

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@ -6,4 +6,4 @@
#include "clock.h" #include "clock.h"
void updateCameraUniforms(GLuint shaderProgram, float aspect); void updateCameraUniforms(GLuint shaderProgram, float aspect, float t);

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@ -1,6 +1,6 @@
#include "clock.h" #include "clock.h"
float now() float now(struct Epoch t)
{ {
return (float)SDL_GetTicks() / 1000.0; return t.speed * (float)SDL_GetTicks() / 1000.0;
} }

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@ -2,5 +2,10 @@
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
struct Epoch
{
float speed;
};
// seconds since program start // seconds since program start
float now(); float now(struct Epoch e);

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@ -174,16 +174,6 @@ void setVertexAttributes()
// color // color
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3*sizeof(float))); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1); glEnableVertexAttribArray(1);
// uv // uv
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6*sizeof(float))); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6*sizeof(float)));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);

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@ -10,12 +10,13 @@
const int WIDTH = 420; const int WIDTH = 420;
const int HEIGHT = 420; const int HEIGHT = 420;
void updateUniforms(GLuint shaderProgram); void updateUniforms(GLuint shaderProgram, float t);
SDL_Window *window; SDL_Window *window;
struct Shaders shaders; struct Shaders shaders;
struct Textures textures; struct Textures textures;
struct Epoch epoch;
void initialise() void initialise()
{ {
@ -32,15 +33,29 @@ void initialise()
createTextures(WIDTH, HEIGHT, shaders, &textures); createTextures(WIDTH, HEIGHT, shaders, &textures);
} }
int main() void parseArgs(int argc, char* argv[], struct Epoch* e)
{ {
// check we have the right number of arguments
if (argc != 2)
{
fprintf(stderr, "usage: oglc TIMESPEED\n");
}
sscanf(argv[1], "%f", &(e->speed));
}
int main(int argc, char* argv[])
{
parseArgs(argc, argv, &epoch);
initialise(); initialise();
float start = now(); float start = now(epoch);
int frames; int frames;
for (frames = 0; !checkQuit(); frames++) for (frames = 0; !checkQuit(); frames++)
{ {
GLuint shader; GLuint shader;
float t = now(epoch);
// prepass // prepass
// TODO: write output to different texture than main output // TODO: write output to different texture than main output
@ -48,18 +63,17 @@ int main()
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures.g0); glBindTexture(GL_TEXTURE_2D, textures.g0);
glUseProgram(shader); glUseProgram(shader);
updateUniforms(shader); updateUniforms(shader, t);
glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1); glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
// make sure we're finished writing to the texture before trying to read it // make sure we're finished writing to the texture before trying to read it
glMemoryBarrier(GL_ALL_BARRIER_BITS); glMemoryBarrier(GL_ALL_BARRIER_BITS);
// dispatch compute shaders
shader = shaders.lighting; shader = shaders.lighting;
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures.target); glBindTexture(GL_TEXTURE_2D, textures.target);
glUseProgram(shader); glUseProgram(shader);
updateUniforms(shader); updateUniforms(shader, t);
//int loc = glGetUniformLocation(shader, "_g0"); //int loc = glGetUniformLocation(shader, "_g0");
//glUniform1i(loc, textures.g0); //glUniform1i(loc, textures.g0);
glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1); glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
@ -67,6 +81,18 @@ int main()
// make sure we're finished writing to the texture before trying to read it // make sure we're finished writing to the texture before trying to read it
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
// TODO: frame blending
//
// before we get to our normal rendering pass we need to blend our samples
// across multiple frames. to do this, we should maintain an accumulation
// buffer where we can store pixel data while a new frame is being generated.
// this can be a collection of two buffers, where one is written to and the
// other is read from. to render a new frame, the newly sampled raw frame can
// be combined with data from the previous frame. by repeatedly taking the
// average over a large number of frames a cleaner image can be generated.
// this is most effective for static images, and will produce motion blur on
// a moving image.
// normal drawing pass // normal drawing pass
shader = shaders.quad; shader = shaders.quad;
glUseProgram(shader); glUseProgram(shader);
@ -78,7 +104,7 @@ int main()
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);
} }
float elapsed = now()-start; float elapsed = now(epoch)-start;
printf("%d frames in %fs [%f fps]\n", printf("%d frames in %fs [%f fps]\n",
frames, frames,
elapsed, elapsed,
@ -87,7 +113,7 @@ int main()
return 0; return 0;
} }
void updateUniforms(GLuint shaderProgram) void updateUniforms(GLuint shaderProgram, float t)
{ {
// update random values // update random values
vec4 seed = vec4 seed =
@ -100,19 +126,17 @@ void updateUniforms(GLuint shaderProgram)
int loc = glGetUniformLocation(shaderProgram, "_seed"); int loc = glGetUniformLocation(shaderProgram, "_seed");
glUniform4fv(loc, 1, seed); glUniform4fv(loc, 1, seed);
// update time
float t = now();
float sin_t = sin(t); float sin_t = sin(t);
loc = glGetUniformLocation(shaderProgram, "_t"); loc = glGetUniformLocation(shaderProgram, "_t");
glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f); glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
// update camera // update camera
float aspect = (float)WIDTH/(float)HEIGHT; float aspect = (float)WIDTH/(float)HEIGHT;
updateCameraUniforms(shaderProgram, aspect); updateCameraUniforms(shaderProgram, aspect, t);
// make and update spheres // make and update spheres
const int sphereCount = 42; const int sphereCount = 42;
struct Sphere spheres[sphereCount]; struct Sphere spheres[sphereCount];
makeSpheres(spheres, sphereCount); makeSpheres(spheres, sphereCount, t);
updateSphereUniforms(shaderProgram, spheres, sphereCount); updateSphereUniforms(shaderProgram, spheres, sphereCount);
} }

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@ -1,9 +1,7 @@
#include "sphere.h" #include "sphere.h"
void makeSpheres(struct Sphere *spheres, int count) void makeSpheres(struct Sphere *spheres, int count, float t)
{ {
//float t = time();
vec3 albedos[] = vec3 albedos[] =
{ {
{0.0,0.0,1.0}, {0.0,0.0,1.0},
@ -21,7 +19,6 @@ void makeSpheres(struct Sphere *spheres, int count)
float x; float x;
vec3 sc = {0.0,0.0,1.0}; vec3 sc = {0.0,0.0,1.0};
float t = now();
for (int i = 0; i < count; i++) for (int i = 0; i < count; i++)
{ {
x = 2.0*CGLM_PI * (float)i/(float)count; x = 2.0*CGLM_PI * (float)i/(float)count;

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@ -16,7 +16,7 @@ struct Sphere
int material; int material;
}; };
void makeSpheres(struct Sphere *spheres, int count); void makeSpheres(struct Sphere *spheres, int count, float t);
struct Sphere makeSphere(vec3 center, float radius, vec3 albedo, int material); struct Sphere makeSphere(vec3 center, float radius, vec3 albedo, int material);
//void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere); //void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count); void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count);